After that, there were basically two ways of modeling props: one, using ZBrush's Extract function (Fig.02) and two, using base models imported from Max (Fig.03). The exceptions to this were the head that I modeled from a DynaMesh sphere, the knife that I started from ZBrush's ShadowBox and the pockets, which I made from a box.

Fig. 02

Fig. 03

And here it is all together, with all the props detailed enough and ready to be decimated and exported as OBJs for later retopology in Max (Fig.04).